2014-12-18 13:30:32 -05:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Guardian.h"
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#include "../Chunk.h"
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cGuardian::cGuardian(void) :
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2020-04-13 12:38:06 -04:00
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Super("Guardian", mtGuardian, "entity.guardian.hurt", "entity.guardian.death", "entity.guardian.ambient", 0.875, 0.8)
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2014-12-18 13:30:32 -05:00
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{
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}
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void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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// Drops 0-3 Ink Sacs
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2015-05-19 14:32:10 -04:00
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unsigned int LootingLevel = 0;
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2014-12-18 13:30:32 -05:00
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH);
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2014-12-24 18:44:09 -05:00
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // TODO: Prismarine Crystals only drop if the raw fish drop is 0
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2014-12-18 13:30:32 -05:00
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}
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2015-01-11 16:12:26 -05:00
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void cGuardian::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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2014-12-18 13:30:32 -05:00
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{
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2015-09-27 12:48:37 -04:00
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m_PathfinderActivated = false; // Disable Pathfinding until it's fixed. TODO
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2015-05-30 03:03:34 -04:00
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2014-12-18 13:30:32 -05:00
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// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
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// that is not where the entity currently resides (FS #411)
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Vector3d Pos = GetPosition();
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2015-05-28 07:29:26 -04:00
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int RelY = FloorC(Pos.y);
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2014-12-18 13:30:32 -05:00
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if ((RelY < 0) || (RelY >= cChunkDef::Height))
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{
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return;
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}
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2020-04-13 12:38:06 -04:00
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Super::Tick(a_Dt, a_Chunk);
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2014-12-18 13:30:32 -05:00
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}
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